Swordsman Archive
Thread: Loot days?
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FD_Pilot
Tue Aug 10, 2004 8:50 am
#14
It's got to do with the random number generator not really being able to deliver a truly random number.
Over the short term...it can get "sticky". You get runs of good luck...or bad luck....it's not really consistent.
Here is a post from an Ultima Online site that I used to read alot when I played....It makes some references to a "Luck" skill which UO has...so the discussion does not directly translate to SWG...but the theory about the Random Number Generator explains all my experiences in every MMORPG I've ever played.
Let me start by saying I think OSI uses a crappy random number generator (RNG). In fact, I think Mr Tact once said it was a simple call to rand()!!! While practical/quick, rand() has issues. Ok, so think about how many calls to the RNG are required...anything that requires a "dice roll" would be a call to the RNG. So, for even a single person playing on a shard that is still alot of RNG calls.
Now, factor in hundreds/thousands of people on a shard all calling the RNG!!! The calls to RNG would be less than microseconds apart! So, whatever seed the RNG is using HAS TO BE able to simulate "instant randomness". As we all know, conventional RNGs are only considered pseudo-random generators because they are not truely statisically random number generators, ie they do not produce "instant randomness". For example, most use clock time as the seed or CPU temperature to 8 decimal places.
The problem with using sequential seeds is some "sequence clusters" of seed numbers all produce the same or roughly the same random number! Assume they are using clock time. So, the seeds sent to RNG might be something like 3245678 3245679 3245680 etc... If those seeds are ones in a "sequence cluster" and alot of calls to the RNG are being made, then the features controlled by luck would all be similiar!
Now, factor in hundreds/thousands of people on a shard all calling the RNG!!! The calls to RNG would be less than microseconds apart! So, whatever seed the RNG is using HAS TO BE able to simulate "instant randomness". As we all know, conventional RNGs are only considered pseudo-random generators because they are not truely statisically random number generators, ie they do not produce "instant randomness". For example, most use clock time as the seed or CPU temperature to 8 decimal places.
The problem with using sequential seeds is some "sequence clusters" of seed numbers all produce the same or roughly the same random number! Assume they are using clock time. So, the seeds sent to RNG might be something like 3245678 3245679 3245680 etc... If those seeds are ones in a "sequence cluster" and alot of calls to the RNG are being made, then the features controlled by luck would all be similiar!
http://boards.powergamers.net/viewthread.php?tid=11705&page=1
texparamedic
Tue Aug 10, 2004 10:39 am
#15
I have to say, Sunday(8/8) was a great day for me, loot wise. Got 5 crystals, blue and Orange Dye, multiple loot pieces to table, sculpture and orange thread. But like most people, I agree, it come's in fits and spurts. Monday wasn't that great.
I wanted to ask, anyone know where/who tends to drop CA/AA's the most? I am having the hardest time looting any. Currently Master Sword/ 4/4/4/2 Doc. Any help would be appreciated. Thanks, abbas'ka
Zarqon
Wed Aug 11, 2004 2:42 am
#16
heh, speaking of random numbers... I should perhaps tip the Devs on that there now exists Quantum Random Number Generators ready to be pluged into a computer. These can produce truly Random numbers and could possibly (though not likely, due to the suspicious nature of most players
) put an end to any speculations about the system not working well.
Also, note that as there are so many players, doing so many looting sessions, it is infact very probable that some of these sessions will have no loot, while others have very much loot. The large "anomalies" are bound to happen if we're just looting enough...
Also, note that as there are so many players, doing so many looting sessions, it is infact very probable that some of these sessions will have no loot, while others have very much loot. The large "anomalies" are bound to happen if we're just looting enough...
TenlossDisruptor
Wed Aug 11, 2004 12:26 pm
#17
Depending on who u listen to, either Nightsisters or Aakuans are your best bet for Skilltapes/AA's - Aakuans drop -6/+6 skilltapes and in my experience drop a great deal of weapon speed tapes, if you're looking to cap speed for swordsman. Nightsister tapes/AA's are -25/+25, but are more random (they don't seem to drop speed tapes as often) and the Nightsister specific loot drops seem to push skilltapes down the drop rate imo.
Just to keep the info coming, last night i looted 9 Krayt Tissues (+109 max dmg, -0.675 speed) from a Canyon Krayt Dragon, was the second one I killed, nothing from the first and nothing from the 2 juveniles that accompanied it. split them 5/4 with my hunting partner, which leaves her with 4 of these - anyone got any ideas if 4 can be used as a whole unit? I traded my 5 with a Commando who's gonna get a nice Krayt Flamer made
Just to keep the info coming, last night i looted 9 Krayt Tissues (+109 max dmg, -0.675 speed) from a Canyon Krayt Dragon, was the second one I killed, nothing from the first and nothing from the 2 juveniles that accompanied it. split them 5/4 with my hunting partner, which leaves her with 4 of these - anyone got any ideas if 4 can be used as a whole unit? I traded my 5 with a Commando who's gonna get a nice Krayt Flamer made
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